Monk
Base Class: Monk

The Way of the Jedi is a monastic tradition that blends martial prowess with mystical energy manipulation. Practitioners of this path wield lightsabers - elegant plasma weapons - and harness the Force to defend the innocent and maintain balance. These monk-warriors can push and pull objects from afar, sense their surroundings, and even project themselves across great distances. As they advance, Jedi monks become formidable combatants and powerful wielders of the Force, culminating in the legendary abilities of a true Jedi Master.

Level 3: Lightsaber and Force powers

Lightsaber

3rd-level Way of the Jedi feature

You gain proficiency with a specialized weapon called a lightsaber, which you craft as part of your training. Creating a lightsaber requires 8 hours of work and materials worth 250 gp. You can maintain up to two lightsabers at a time. If you craft a third lightsaber, choose one of your existing lightsabers to deactivate permanently. If your lightsaber is lost or destroyed, you can craft a replacement during a long rest if you have access to the required materials.

A lightsaber is a monk weapon with the following properties:

  • Damage: 1d8 (versatile 1d10)
  • Properties: Finesse, versatile
  • Special: You can use either Dexterity or Wisdom for attack and damage rolls with this weapon

When you craft your lightsaber, choose its blade color, which determines its damage type:

  • Orange or Purple: Psychic damage
  • Blue or Green: Force damage
  • Red or Black: Necrotic damage
  • Yellow or White: Radiant damage

Additionally, choose one of the following lightsaber forms. Forms with listed costs require those materials in addition to the base 250 gp cost:

Standard Form. Your lightsaber functions as described above with no modifications.

Dual-Bladed (Cost: 800 gp). Your lightsaber has two plasma blades. It has the two-handed property and deals 2d4 damage (2d6 when wielded with two hands). When you take the Attack action with this weapon, attacks after the first have disadvantage. When two or more enemies are within 5 feet of you, you can use your reaction to add +1 to your AC until the start of your next turn.

Standard and Blaster (Cost: 250 gp). In addition to your lightsaber, you carry a blaster pistol. The blaster is a ranged monk weapon that deals 1d10 force damage and has a range of 100/300 feet.

Curved. Your lightsaber has a curved hilt for precise strikes. You gain a +2 bonus to attack rolls made with this lightsaber.

Greatsaber (Prerequisite: Large size or larger). This massive lightsaber deals 2d8 damage and has the two-handed and heavy properties. Only Large or larger creatures can wield this weapon effectively.

Tonfa (Cost: 590 gp). Your lightsaber has perpendicular grips for rapid strikes. When you miss with an attack roll using this weapon, you can immediately make another attack with disadvantage (no action required). You can use this feature once per turn.

Lightwhip (Cost: 590 gp). Your lightsaber has a flexible plasma blade. It has the finesse and reach properties, with a range of 15 feet.

Crossguard (Cost: 250 gp). Your lightsaber has two shorter blades extending from the sides. You gain a +1 bonus to AC while wielding it, and opportunity attacks against you have disadvantage.

Expanded Focus

3rd-level Way of the Jedi feature

Your training in the Force expands your focus reserves. Your focus point maximum increases by 3. In addition, your focus point maximum increases by 1 every time you gain a level in the Monk class. At the start of each of your turns, you regain focus points equal to your Wisdom modifier (minimum of 1, maximum equal to your proficiency bonus).

The Force

3rd-level Way of the Jedi feature

You learn to channel the Force through your focus. You gain the following benefits:

Jedi Reflexes. You gain an additional reaction each round that can only be used for Deflect Missiles or Force-based defensive abilities.

Advanced Dueling. While you have more than half your maximum focus points, you gain the following benefits:

  • You gain a bonus to attack rolls with monk weapons equal to your proficiency bonus divided by 2 (rounded down).
  • Once per turn, when a creature you can see attacks you, you can use your reaction to roll a d6. On a 4-6, you gain a bonus to AC equal to your proficiency bonus divided by 2 (rounded up) against that attack.

Force Techniques. You learn the following techniques. Your focus save DC is calculated as 8 + your proficiency bonus + your Wisdom modifier:

Force Sense (2 focus points). As an action, you detect the presence of all creatures within 100 feet of you for 1 minute. You know their location but not their identity. The range increases to 200 feet at 11th level.

Force Push/Pull (1 focus point). You can attempt to Shove a creature or object within 30 feet of you. When you do so, you can choose to move the target 10 feet in any direction instead of just 5 feet away from you. The target makes a Strength saving throw against your focus save DC.

Force Choke (2 focus points). You can attempt to grapple a creature within 30 feet of you. The target must make a Strength saving throw against your focus save DC. On a failure, the creature is grappled (escape DC equals your focus save DC). While grappling a creature this way, you deal 1d4 bludgeoning damage to it at the start of each of your turns. Additionally, if the creature requires air to breathe, it begins to suffocate. Creatures that don't need to breathe are immune to this suffocation effect. A suffocating creature can survive for a number of rounds equal to 1 + its Constitution modifier (minimum of 1 round). At the start of its next turn after those rounds are over, it becomes unconscious and can't regain hit points until it can breathe again. The grappled creature can use its action to make a Strength or Dexterity check (its choice) against your focus save DC. On a success, the grapple ends.

Level 6: Dual Wielding Technique

Dual Wielding Technique

6th-level Way of the Jedi feature

You master fighting with your lightsaber in fluid combinations. You gain the following benefits:

  • You can use your lightsaber when making attacks as part of Flurry of Blows.
  • When you engage in two-weapon fighting with lightsabers, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two lightsabers when you would normally be able to draw or stow only one.
  • While wielding a lightsaber in each hand, you gain a +1 bonus to AC.

Force Movement

6th-level Way of the Jedi feature

Your mastery of the Force enhances your mobility in combat:

  • When you move out of a creature's reach, opportunity attacks against you have disadvantage.

Level 11: Advanced Force

Advanced Force

11th-level Way of the Jedi feature

Your Force abilities become more powerful:

  • Your focus regeneration increases to twice your Wisdom modifier at the start of each turn (maximum equal to your proficiency bonus).
  • Force Sense range doubles to 200 feet (or 400 feet if already doubled).
  • Force Push/Pull range increases to 60 feet and can affect Huge creatures.
  • Force Choke damage increases to 2d4 bludgeoning damage per turn, and the range increases to 60 feet.

You also gain new abilities:

Force Lightning (8 focus points). As an action, each creature in a 15-foot cube originating from you must make a Dexterity saving throw against your focus save DC. A creature takes 5d10 lightning damage on a failed save, or half as much on a successful one. After using this feature, you gain one level of exhaustion and can't regain focus points until the start of your next turn.

Force Projection (5 focus points). As an action, you create a semi-solid projection of yourself within 500 feet that lasts for 1 minute. The projection:

  • Has AC equal to yours and hit points equal to twice your monk level
  • Can move up to 30 feet on each of your turns (no action required)
  • Can make attacks with your lightsaber using your attack bonus
  • Cannot use focus abilities or Force techniques
  • Disappears if it drops to 0 hit points, leaving a 25-word message of your choice

Level 17: Jedi Master

Jedi Master

17th-level Way of the Jedi feature

You achieve mastery over both lightsaber combat and the Force:

  • Your focus point maximum increases by an additional 10 points.
  • When you use Step of the Wind, you can teleport up to 60 feet to a space you can see instead of moving normally.
  • You have resistance to psychic damage and are immune to being charmed or frightened.

Additionally, your Force Lightning becomes even more devastating:

Master's Force Storm (12 focus points). Your Force Lightning deals 10d10 lightning damage, affects a 30-foot cube, and doesn't cause exhaustion. You can use this feature once per long rest without spending focus points.

Thebrotatoe's Way Of The Jedi Image

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